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  #41  
Old August 5th, 2007, 12:40 AM
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Default Re: New Game: Mods over Europe (recruiting players

I looked at Avernum today. I think they're very neat. Both sacred troops are recruitable out of the box, and I love the "full hitpoint" regen that the one guys have. I was thinking of a high earth and water bless, maybe even air. I haven't had time to give them a chance.

They also have a huge variety of magic which excites me

I don't think the crystal people losing their astral pearl free spawn makes them terrible. I'm not sure exactly what I'd do with them, but making them mind hunting machine seems like a good idea. Maybe if their cost was lowered they could make good research machines with the low upkeep cost from the sacred status.

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  #42  
Old August 5th, 2007, 12:43 AM
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Default Re: New Game: Mods over Europe (recruiting players

I was disappointed by the severe restriction in magic. I don't see how someone is suppose to fight with magic selection that includes E2 and F2 mages max (sure you can random higher, but it's extremely unlikely to get anything over F3 or E3, and even that doesn't happen terribly often).

I think it might help to take a page from Abysia. If you're going to give someone an extremely limit selection of magic, they should at least have access to high levels in those paths. For example, it's nearly impossible to get to a point where you can cast Fire Arrows with the current Horburg setup, but Abysia can do it out of the box.

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  #43  
Old August 5th, 2007, 12:49 AM
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Default Re: New Game: Mods over Europe (recruiting players

I am not sure i understand the logic behind such high MR for hoburgs. The protection may be a little high as well, but i would not touch the Def at all. Maybe drop attack some, they are short, might be hard to hit above the waste.

The Alliance SE hog knights are not very good IMHO. They have trample, but good luck using it with their size 2, IMHO trample can go and they can get a gore attack if they don't have one already or maybe the hogs can fight on their own when the riders bite it. whatever. i would be perfectly happy with no changes to the alliance.


The kingdom is a little overpowered troop wise and under powered magic wise IMHO. 4 resources for a troop with armor, a sword and a crossbow? wow, seems unlikely. Plus a HOLY giant? eww.
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  #44  
Old August 5th, 2007, 12:51 AM

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Default Re: New Game: Mods over Europe (recruiting players

Abysia doesn't have huge numbers of quality missile troops right out of the gate, however I think you make a fair point. Perhaps in order to fully change them from overpowered early game face hugger to balanced nation they should get some magic boost to help in the later game. I'll take another look at them today. Overall they aren't supposed to have good magic though - they are rather like Ulm in that respect.
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  #45  
Old August 5th, 2007, 12:57 AM
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Default Re: New Game: Mods over Europe (recruiting players

I can understand that. Having limited magic selection is fine.

If you can come up with a good battle-mage us for F2 or E2 casters, please let me know. The only thing I can think of is building boots of earth, casting summon earth power, and spamming blade wind. Maybe the Magma spell (whose name I can not remember right now) if they get good randoms.

Or maybe casting phoenix fire and attempting to spam falling fires.

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  #46  
Old August 5th, 2007, 01:01 AM
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Default Re: New Game: Mods over Europe (recruiting players

Maybe if the random picks where upped to 30-50% they would be better. You could have a 4 fire or 4 earth right out of the box as it is now, if your very lucky.
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  #47  
Old August 5th, 2007, 01:01 AM

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Default Re: New Game: Mods over Europe (recruiting players

Quote:
Cor2 said:
I am not sure i understand the logic behind such high MR for hoburgs. The protection may be a little high as well, but i would not touch the Def at all. Maybe drop attack some, they are short, might be hard to hit above the waste.

The Alliance SE hog knights are not very good IMHO. They have trample, but good luck using it with their size 2, IMHO trample can go and they can get a gore attack if they don't have one already or maybe the hogs can fight on their own when the riders bite it. whatever. i would be perfectly happy with no changes to the alliance.


The kingdom is a little overpowered troop wise and under powered magic wise IMHO. 4 resources for a troop with armor, a sword and a crossbow? wow, seems unlikely. Plus a HOLY giant? eww.

The MR on the hoburgs is from the vanilla stats. I did take away the high def from the vanilla stats though (ok you can say they're short and hard to hit, but 14 def? That's better than a ninja, I believe. Other small units don't seem to get this bonus and hoburgs are slow little fat guys. Also, why would they get that def bonus when on a hog? You just hit the hog instead).

I think the high mr is just a feature of dominions hoburgs - I toned it down a little, from 14 to 13 in many cases. It seemed less insane than the def.

Seems I forgot to give the Hoburg Alliance hog knight gore attack instead of trample. I'll fix that before the game starts.

Hoburg Kingdom soldiers, before they were nerfed, had better armour, a sword, a crossbow, a shield and better stats. They were just all purpose monsters without a real early game counter. Don't know if the giant is a problem though - he might be, but he didn't look that nuts to me.

Trust me if you think they're overpowered troopwise now you should have seen them before the nerf.

You are using CBM Hoburg Kingdom 2 right?
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  #48  
Old August 5th, 2007, 01:09 AM
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Default Re: New Game: Mods over Europe (recruiting players

Quote:
Sombre said:

You are using CBM Hoburg Kingdom 2 right?
Nope, I need to give that a look.
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  #49  
Old August 5th, 2007, 01:25 AM
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Default Re: New Game: Mods over Europe (recruiting players

I don't think the giant is a problem. I don't think he's particularly useful though. He's worse than the EA Neifheilm sacred giant (half the hitpoints), costs too many resources and at the same time to really be useful for a bless strat. To me, they don't fill a niche. They're not good enough to make for a bless start, and I don't think I'd field them otherwise.

Also, why do people care about the MR on non-commander units so much? I can't think of very many AoE spells that check individual units' MR besides Shadow Blast.

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  #50  
Old August 5th, 2007, 02:43 AM
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Default Re: New Game: Mods over Europe (recruiting players

Regarding the pearl generating drama, I'd be fine if they'd generate pearls one out of five times, but unfortunately it is not possible to mod that. Your comments make it sound like you'd exploit the gem generation thing to the fullest, and as I said before, I think it's a very unfair advantage. Other nations have their gem income limited by the number of provinces in their control and the magic diversity of their mages, you wouldn't have any limitations. You would probably be able to crank one of those guys out per turn by turn 15 or 20, and then receive a pearl for each one of those... So we are talking some extra dozen gems by turn 30, and some extra two dozen gems by turn 40-45, regardless of provinces in your control. Compare that to the cost of gem generating globals... I don't think that this is justified, sorry.

Sombre asked me if we could have a "no indies" map for this game. This means that provinces would have indy defenders in them and would generate money and resources like usual, and you could recruit units from magic sites and your own nationals from forts, but not any other type of units. I have declined that request since I think that nations should be able to complement what they are missing through indies, missile troops or amphibious units for example, and in my games I rarely use indy units, but make heavy use of indy scouts for example. But I can understand that this might be interesting so that players really play their nations to the fullest. So if there are absolutely no doubts by the other players, I could certainly make the map indy-less. Opinions?
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